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Introduction to villains and clues
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<blockquote data-quote="Janx" data-source="post: 5957696" data-attributes="member: 8835"><p>I see mystery adventures fail at a higher rate that other kinds of adventures. My default assumption is the format as applied to the standard rules causes additional problems.</p><p></p><p>An adventure can fail because the PCs failed to find the clues, and it can fail because they failed to apply the clues correctly. I'd rather it fail for the latter, which is mostly the players fault, than the former, which could easily be the dice's fault.</p><p></p><p>I also wouldn't interpret "give them the clue" too literally. If a PC simply walks into a room, you don't give them a clue. If they examine the body, you give them a clue about the body. If they don't think to examine the body, they don't get the clue about the body. Once again, failure is back in the player's court. </p><p></p><p>Dice randomness is eliminated as a source of problem when done this way. Incorporating a skill check to give a minimal layman's clue for failure, or better, more detailed clues for margin of success may work fine as well.</p><p></p><p>Concepts like the rule of 3 clues may help, but logically, what that idea is trying to do is give 3 dice roll chances instead of one, to reduce the impact of a bad roll on a clue-check.</p><p></p><p>It's also important to remember, a Clue is not the Solution. I think DMs resist giving away clues, because they think it gives away the solution. DMs always think the mystery is too easy. Possession of all the clues does not mean posession of all the information or ability to interpret them to qualify or disqualify suspects.</p></blockquote><p></p>
[QUOTE="Janx, post: 5957696, member: 8835"] I see mystery adventures fail at a higher rate that other kinds of adventures. My default assumption is the format as applied to the standard rules causes additional problems. An adventure can fail because the PCs failed to find the clues, and it can fail because they failed to apply the clues correctly. I'd rather it fail for the latter, which is mostly the players fault, than the former, which could easily be the dice's fault. I also wouldn't interpret "give them the clue" too literally. If a PC simply walks into a room, you don't give them a clue. If they examine the body, you give them a clue about the body. If they don't think to examine the body, they don't get the clue about the body. Once again, failure is back in the player's court. Dice randomness is eliminated as a source of problem when done this way. Incorporating a skill check to give a minimal layman's clue for failure, or better, more detailed clues for margin of success may work fine as well. Concepts like the rule of 3 clues may help, but logically, what that idea is trying to do is give 3 dice roll chances instead of one, to reduce the impact of a bad roll on a clue-check. It's also important to remember, a Clue is not the Solution. I think DMs resist giving away clues, because they think it gives away the solution. DMs always think the mystery is too easy. Possession of all the clues does not mean posession of all the information or ability to interpret them to qualify or disqualify suspects. [/QUOTE]
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